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Rod of Angling

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While holding this 1-foot pole, you can use an action to speak a command word and cause it to become a 10-foot fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 1-foot pole, for ease of storage.

You have advantage on ability checks to catch fish while using this fishing pole.

This strange fishing pole is made from a light and highly flexible metal that appears to shimmer iridescently, like fish scales. On the reel is engraved, 'Current record: 5.72 ft. 91.25 lbs.'

Equipment Wonderous Item (Unique)

Scorching Ray

  • casting time 1 Action
  • range 120 ft

  • components V, S
  • duration Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Equipment 2nd level Evocation

Circlet of Blasting

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While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.

Equipment Wonderous Item (Uncommon)

Gloves of Missile Snaring (A)

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(Requires attunement) These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

Equipment Wonderous Item (Uncommon)

Wand of Conducting

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This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.

The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.

Equipment Wand (Common)

Weapon of Warning (A) _____________________________

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(Requires Attunement) Weapon:


Damage:


This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Equipment Weapon (Uncommon)

Nature's Mantle (A)

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(Requires attunement by a druid or ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.

While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.

Equipment Wonderous Item (Uncommon)

Medal of the Meat Pie

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You can press this medal to your temple as an action. Doing so gives you advantage on Intelligence checks and Intelligence saving throws for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.

Equipment Wondrous item (Common)

Keoghtom's Ointment

  • casting time
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This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.


Doses: [ ] [ ] [ ] [ ] [ ]

Equipment Wondrous item (Uncommon)

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